Top 129 Quotes & Sayings by Satoru Iwata - Page 2

Explore popular quotes and sayings by a Japanese businessman Satoru Iwata.
Last updated on December 25, 2024.
A motion-sensing controller that you hold with both hands is completely different from one that you can use with either your right or left hand.
When people saw how other people were playing Wii Sports, they could immediately understand how different the system was.
What Nintendo has to do is make software that takes advantage of the Wii MotionPlus and make efforts to make the public understand the benefits of the Wii MotionPlus controls.
Nintendo's approach to our work is to greatly increase the population of gamers. — © Satoru Iwata
Nintendo's approach to our work is to greatly increase the population of gamers.
Here's a hypothesis I seriously believe: If there hadn't been a 'Pokemon' game, maybe the market for handheld game devices would have gone extinct.
I read blogs quite a bit.
Sometimes you are physically tired at night, but your brain is functioning too much to go to sleep. If you can have software that helps you understand how you can shift from such a tense situation to being more relaxed, then that would help.
Making games look more photorealistic is not the only means of improving the game experience. I know, on this point, I risk being misunderstood, so remember, I am a man who once programmed a baseball game with no baseball players. If anyone appreciates graphics, it's me!
We have to think of what kinds of experiences we can create that only Nintendo can create and what no other companies can create. So the result is the Nintendo 3DS.
We never try to think in terms of any competitive product or company. If you do that, you just focus on a certain narrow area. Rather, we should think much more broadly.
What I wanted to have happen was that people who didn't know that Game Boy Advance and GBA are the same thing would remember Wii right away because it doesn't need to be abbreviated.
The advantage for Nintendo is that we always try to do things that other companies don't try to do. That is something that the general public appreciates.
The DS was launched back in 2004, and sales of that machine hit a record in 2009 in the United States. That is totally different from the conventional sales pattern, in which game gear sales peak in the third year and take a downturn thereafter.
Like any other entertainment medium, we must create an emotional response in order to succeed. Laughter, fear, joy, affection, surprise, and - most of all - accomplishment. In the end, triggering these feelings from our players is the true judgment of our work. This is the bottom line measurement of success.
The brand new user interfaces that Nintendo invented often faced skeptical views before a hardware launch but wound up becoming de facto industry standards. — © Satoru Iwata
The brand new user interfaces that Nintendo invented often faced skeptical views before a hardware launch but wound up becoming de facto industry standards.
Nintendo has paid a great deal of attention to the dynamic of people playing video games together in the same room.
We always try to be a unique company.
Regardless of age, gender, or game experience, anyone can understand Wii.
People sometimes ask me what I did when I was hired at HAL. The answer is that I was a programmer. And an engineer. And a designer. And I marketed our games. I also ordered food. And I helped clean up. And, it was all great fun.
Typical tech-driven companies or hardware-driven companies always lay out the so-called roadmaps when it comes to making the new hardware. So, in other words, availability of certain technologies dictates when the company is intending to make the new hardware.
We are producing something people can live without. But we need to keep thinking what would make our products a priority purchase even if they are not a necessity. If we stop doing that, no matter how successful Nintendo is at the moment, things will start going wrong in no time.
Personally, I think that users should be able to use all the functions of a console video game machine as soon as they open the box.
In general, no engineer hates higher performance.
It is challenging to communicate attractions which are hard to understand unless you actually touch and experience them yourself. This is especially so with Wii U because it has unprecedented entertainment potential.
I always and strictly tell Nintendo employees never to use the term 'success' to describe our own performance.
The term 'innovative' or 'innovation' is often vague or ambiguous. But in our definition, innovation means to make something which people think impossible possible.
I don't think that free games are something new. On the PC, there have always been free games. But finding them was not always easy. With the popular products like the iPhone, now it is easier.
When similar products are on store shelves, price competition is inevitable. Nintendo has been trying to steer clear of that direction and create a market of our own.
Nintendo has been a very unique company because it's not just hardware but also one of the major software publishers. Because it is in a unique position, it's given us a unique advantage.
Our thinking has always been in trying to grab the limited amount of spare time people have and always try to offer some unprecedented attraction to the consumer.
When the economy is strong, people tend to buy three things from the top of their wish list. But when things are bad, people often buy only the first thing on their list.
If Nintendo asks consumers to pay more money than the other platforms, then it's Nintendo's mission to provide the added value for which the people are willing to pay. In order to do that, we must remain unique and cannot be reproduced somewhere else.
Nintendo is an entertainment company, but I think we need to broaden the definition of entertainment.
I'm not interested in offering software for free of charge. That's because I myself am one of the game developers who, in the future, wants to make efforts so the value of the software will be appreciated by the consumers.
When it came time to take a job, I had the distinction of joining the smallest company of any graduate in my class. I left to become only the fifth full-time employee of HAL, and when I told my father this, you can imagine, it was not the happiest moment in the history of my family.
We've been thinking very carefully about how can we possibly communicate the real value and the attraction of Nintendo 3DS. The conclusion was that there is no other way than to let as many people as possible to actually see it.
Some people will say Nintendo's games are for children. But our goal is to boost the population of gamers by making games for all ages.
The heart of the matter is that everybody starts video games as a beginner. Then, after going through a lot of experiences and becoming more and more fond of video games, they become the experts.
We want to create a kind of cycle where casual gamers are gradually growing up to become passionate players. — © Satoru Iwata
We want to create a kind of cycle where casual gamers are gradually growing up to become passionate players.
If we stay in one place, we will become outdated
Video games are meant to be just one thing. Fun. Fun for everyone!
Small developers can compete on creativity not on scale or staff size.... Nintendo is willing to help bring these ideas to life.
Our mission is to revive the gaming industry by increasing our user base.
No one else can match the environment we're creating for expanding the game experience to everyone. Our path is not linear, but dynamic.
Please understand, I am not saying that technology is unimportant. I understand that technology is important. But if we are just focusing on technology and investing in an IT manufacturing plant to come up with higher performance processing [chips], we will not succeed.
I've never been able to control a first-person shooter, but as soon as I used the Revolution controller, I found it very easy to control the game. So, I think that's a genre that's particularly well suited for the controller.
Some argue that our success is short-lived and temporary. So, we now need to make efforts to constantly expand the player base by offering services and titles that can appeal, not only to those who have never played games, but also to those who play them hard.
For young players, classic games are brand new. For older players, they bring back memories and make you feel good.
The entire Nintendo group will carry on the spirit of Mr. Yamauchi by honoring, in our approach to entertainment, the sense of value he has taught us - that there is merit in doing what is different - and at the same time, by changing Nintendo in accordance with changing times.
Engineering is not quite as important as imagination. — © Satoru Iwata
Engineering is not quite as important as imagination.
If you want our world-known names, you can't have them unless you own the Nintendo machine.
Customers do not want online games.
At the moment, most customers do not wish to pay the extra money for connection to the Internet, and for some customers, connection procedures to the Internet are still not easy.
In order to expand the gaming population, it is taken for granted that we need to offer games to satisfy veteran gamers. At the same time, I believe that we need to make a new proposal, so that those who do not play games can say, 'I can do it' and, 'I want to touch it.'
The profitable part of the online business is very likely several years away. Entering the business because it's the hot topic of the day doesn't make a profitable business nor satisfied customers. That's why it will be a part of Nintendo's strategy, not the mainstay, as other companies are attempting to do. There still are too many barriers for any company to greatly depend on it.
Although many believe that technology automatically enables more realistic expression, I believe that is just not correct.
If you do the same thing as others, it will wear you out. Nintendo is not good at competing so we always have to challenge the status quo by making something new, rather than competing in an existing market.
On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.
Consumers will purchase high quality products even if they are expensive, or in other words, even if there are slightly reasonable discount offers, consumers will not purchase products unless they truly understand and are satisfied with the quality. Also, product appeal must be properly communicated to consumers, but advertisements that are pushed on consumers are gradually losing their effect, and we have to take the approach that encourages consumers to retrieve information at their own will.
Today, if you don't understand the controller, you're not able to enjoy video games. ... We expect the Revolution controller to become the standard in video game controls.
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